4. 6. Are there particularly enjoyable dynamics that emerge from the game’s
structure? Frustrating ones? Describe them:
similar to
your interactivity models
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5. The X
Electronic Arts uses the X, a two-part summary of aspects of a game under
development: the razor and the slogan.
In these second-level brainstorming sessions, focus on features and clearly define
what producers at Electronic Arts o en call the “X” of the game. The X is the creative
center of the game. It is also an alignment tool—aligning the development team,
marketing, advertising, and customers so that you can communicate the value of the
game to each party in terms they understand.
Electronic Arts’ Chief Visual Officer, Glenn Entis, describes the two parts of an X as
“the razor” and “the slogan.” The razor cuts—it allows the team to determine which
features belong and which do not. The slogan is catchy—it allows marketing and
players to determine whether or not this sounds like something they want to do. For
example, the razor for the original Medal of Honor was “GoldenEye set in WWII on a
PlayStation.” Entis felt this was a great razor because it allowed the team to decide
what features the game absolutely needed. It was not a great slogan, however. The
slogan that went on the box was, “Prepare for your finest hour.” While this was a
great slogan, it would not have helped drive the creative process at all.
Tracy Fullerton, Game Design Workshop, p. 161
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11. Do you feel the wind? Where? Why?
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
Flower, thatgamecompany, 2009
12. GAPS BETWEEN
the physical body of the player,
the screen body represented on the screen, perhaps by an
avatar, and
the imaginary body comprised of
the mental image,
the body schema (nonconscious sensory-motor processes of
the physical body)
and also the virtual body
and also the virtual body
and also the virtual body
and also the virtual body
Sound has the potential to bridge the points of
disconnection among these embodiment perspectives in a
way that image and action cannot.
17. “Technology mirrors our desires;
interactive technologies, in
particular, reflect our desire to feel
engaged.”
David Rokeby, “Transforming Mirrors:
Subjectivity and Control in Interactive
Media,” 1996